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  1. #1

    Default Question about modding agents

    I'm going to be asking a lot of questions on this board because I'm working on a mini-mod and I don't know much! That said, so far so good...


    I have a question about agents..I have an idea to add a new kind of agent for my mod. Is there an agent type limit hard-coded?..In other words is it possible to create a new unique agent class for the game other than merchants, priests, assassins and princesses? Or mod one of the other agent types for my purposes while still having the original agent type in the game?

  2. #2

    Default Re: Question about modding agents

    Anyone?

  3. #3

    Default Re: Question about modding agents

    Okies, I already pmed but maybe someone else has a simliar question. When I tried to make a new agent type some time ago I found out that the limit for new types in characters.txt is 12, every slot is filled.

    Maybe it's possible to exchange an existing agent, like the inquisitor, with something else, was too much trouble for me and I achieved my goal with a different approach (via traits).

    Could well be that removing/replacing the inquisitors makes the game crash...

    An other alternative is to remove princesses and set the retirement age of females below their "coming of age" age. By that there won't be any princesses in your mod and you can exchange their agent slot.

    Under the benevolent guidance of jimkatalanos

  4. #4

    Default Re: Question about modding agents

    actually using Inquisitors is a good idea...Should this thread be in the text editing and scripting section?

  5. #5
    Lord Condormanius's Avatar Artifex
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    Default Re: Question about modding agents

    Quote Originally Posted by Furin View Post
    Okies, I already pmed but maybe someone else has a simliar question. When I tried to make a new agent type some time ago I found out that the limit for new types in descr_character.txt is 12, every slot is filled.
    Are you certain about the limit in descr_character.txt? I only ask because I have been able to add faction specific generals and captains without replacing anything. I realize they aren't agents, per se, but they still require a new entry in descr_character.txt
    "There is a difference between what is wrong and what is evil. Evil is committed when clarity is taken away from what is clearly wrong, allowing wrong to be seen as less wrong, excusable, right, or an obligatory commandment of the Lord God Almighty.

    Evil is bad sold as good, wrong sold as right, injustice sold as justice. Like the coat of a virus, a thin veil of right can disguise enormous wrong and confer an ability to infect others."
    -John G. Hartung

  6. #6

    Default Re: Question about modding agents

    Well, it didn't work when I tried and the logfile said "maximum agent type reached, limit 12" or something similar, that was like two month's ago though so I can't quote exactly. But, if you got it working, great, maybe you could post the file here so Xtiaan can see how you did it? Would be very interesting for me too.

    No wait a sec, you added captains and generals, like a new general in the general section and a captain in the captain section? That's not what I meant. I meant creating a new section, like:

    Code:
    .
    .
    .
    type			witch
    
    actions			moving_normal
    wage_base		0
    starting_action_points	110
    
    faction			slave
    dictionary		2
    strat_model		witch
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    type			inquisitor
    
    actions			moving_normal, denounce
    wage_base		0
    starting_action_points	110
    
    faction			papal_states
    dictionary		15
    strat_model		inquisitor
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    type newagentormilitarytypewithuniquefeaturesandnewnamehere
    .
    .
    .
    That's what gave me the "limit is 12 types" error message
    Last edited by Furin; July 29, 2008 at 01:27 PM.

    Under the benevolent guidance of jimkatalanos

  7. #7
    Lord Condormanius's Avatar Artifex
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    Default Re: Question about modding agents

    Quote Originally Posted by Furin View Post
    Well, it didn't work when I tried and the logfile said "maximum agent type reached, limit 12" or something similar, that was like two month's ago though so I can't quote exactly. But, if you got it working, great, maybe you could post the file here so Xtiaan can see how you did it? Would be very interesting for me too.
    All I did was make a new entry...of course, I am working with kingdoms.exe. I'm not sure if that makes a difference or not.
    "There is a difference between what is wrong and what is evil. Evil is committed when clarity is taken away from what is clearly wrong, allowing wrong to be seen as less wrong, excusable, right, or an obligatory commandment of the Lord God Almighty.

    Evil is bad sold as good, wrong sold as right, injustice sold as justice. Like the coat of a virus, a thin veil of right can disguise enormous wrong and confer an ability to infect others."
    -John G. Hartung

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question about modding agents

    According to docudemons types are hard coded with 12. You should be able to mix and match actions to your liking.










  9. #9

    Default Re: Question about modding agents

    Gigantus,

    Furin, PM'd me this thread...

    http://www.twcenter.net/forums/showt...ghlight=priest



    When you say "mix and match actions to liking" do you mean just for Princess, Assassin, Merchant and Priest characters. Or the others as well that are not recruitable?

    I can see how you may be right about this cause Princess' can marry and they are diplomats and their "hearts' rating is used to determine their success with diplomacy and marriage proposals.

    Are you saying you could give priests the ability to 'Denounce and assassinate by adding an extra button?

    And use their piety rating to measure their chance of success at both?
    Last edited by Xtiaan72; July 31, 2008 at 02:38 AM.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question about modding agents

    Hey, it is worth a try, isn't it?
    Not sure how it works in practice, but wouldn't it be nice to denounce an inquisitor? Or having a real 'killer merchant'?










  11. #11

    Default Re: Question about modding agents

    Hi all!
    My question is: could a family member initiate diplomacy with a foreign princess? I would like to know if a family member could "bribe" a foreign princess to marriage, like a princess does with generals. Any idea?

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question about modding agents

    Sorry all: it appears that the actions are linked to the agents. Hardcoded again it seems.










  13. #13
    makanyane's Avatar Praeses
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    Default Re: Question about modding agents

    gigantus have you tried changing agents abilities in
    descr_cursor_actions.txt

    that worked to change some things about agents in RTW (a lot of people including me missed it for a long while as the file name doesn't sound like anything relevant)

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question about modding agents

    Worth a try. Might work if you give that ability (eg spying) to a priest and include it in his section there.










  15. #15

    Default Re: Question about modding agents

    As you can give any faction any agent at the start of M2TW by editing the descr_strat file would it be possible to give the player agents during the game using a script? If so then the hard coded limits that govern the witch, heretic, and inquistor agents could be overcome.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Question about modding agents

    You can spawn certain agents via script, but those are only agents as per descr_characters. If you add agents to that file (as you must) then the game will crash.










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